Art required for freeciv proper (2.6)
- VladimirSlavik
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Re: Art required for freeciv proper (2.6)
Nice, all open issues in the art category. At the moment all issues in this category (incl. closed) also work: 20 issues ported to HRM. What's the state of the art for animals?VladimirSlavik wrote:Here's a clickable link...
- GriffonSpade
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Re: Art required for freeciv proper (2.6)
I've noticed people complain about Amplio2's ruins obscuring the tile too much. First, I'll note that the listed credit for the ruins is the one who did the /Amplio/ ruins, not Amplio2.
Looking at Battle For Wesnoth's, I believe I found the correct credit: Anton Ecker (Kaldred) — burnt villages
Here's a version of the ruins with 35% scale, rather than 50%. (25% resulted in too much degradation) I also cleaned up 'noisy' transparent pixels.
Above credit to Kaldred holds true for my version as well as the previous.
Looking at Battle For Wesnoth's, I believe I found the correct credit: Anton Ecker (Kaldred) — burnt villages
Here's a version of the ruins with 35% scale, rather than 50%. (25% resulted in too much degradation) I also cleaned up 'noisy' transparent pixels.
Above credit to Kaldred holds true for my version as well as the previous.
Re: Art required for freeciv proper (2.6)
Ruins credits -> http://www.hostedredmine.com/issues/729141
Smaller amplio2 ruins -> http://www.hostedredmine.com/issues/697692
Smaller amplio2 ruins -> http://www.hostedredmine.com/issues/697692
- GriffonSpade
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Re: Art required for freeciv proper (2.6)
Row 1: Infantry
Row 2: Cavalry, Siege
Row 3: Sea, Misc Sea
Row 4: Air, Missile, Misc Military
Row 5: Misc Nonmilitary
Also, here's a version without the Animals:
(Same as before)
(Reorganized Amplio2 units, less sprites per row with more columns.) And here's the units.spec file for the spritesheet. -Reorganized sprite references
-Uncommented train sprite reference
Row 2: Cavalry, Siege
Row 3: Sea, Misc Sea
Row 4: Air, Missile, Misc Military
Row 5: Misc Nonmilitary
Also, here's a version without the Animals:
(Same as before)
(Reorganized Amplio2 units, less sprites per row with more columns.) And here's the units.spec file for the spritesheet. -Reorganized sprite references
-Uncommented train sprite reference
Last edited by GriffonSpade on Wed Feb 14, 2018 8:55 pm, edited 1 time in total.
- GriffonSpade
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Re: Art required for freeciv proper (2.6)
-Deprecated-
Last edited by GriffonSpade on Tue May 29, 2018 6:25 pm, edited 1 time in total.
Re: Art required for freeciv proper (2.6)
FYI There's Feature #692596 touching amplio2 files and which I'm about to commit tomorrow. Please make sure you use it as a baseline for any amplio2 modifications so you don't override changes made by it.
- GriffonSpade
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Re: Art required for freeciv proper (2.6)
Oh drat. I do believe I forgot to make sure to do it to /ALL/ transparent pixels, but just done the pure white ones. In Hexemplio too. Suppose I'll have to go back over them again.cazfi wrote:FYI There's Feature #692596 touching amplio2 files and which I'm about to commit tomorrow. Please make sure you use it as a baseline for any amplio2 modifications so you don't override changes made by it.
Off to use the transparency to grey tool, then.
Wait, what? I literally opened your files and resaved without altering anything, and it's larger? How does that work? Specifically, units.png went from 70.3 to 86.8 KB.
Re: Art required for freeciv proper (2.6)
I guess you get worse png compression with your tools than frank e got for his version.GriffonSpade wrote:Wait, what? I literally opened your files and resaved without altering anything, and it's larger? How does that work? Specifically, units.png went from 70.3 to 86.8 KB.
- GriffonSpade
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Re: Art required for freeciv proper (2.6)
Amplio2 -
Activities: added irrigation, farmland, mine, oil_mine, oil_rig
Probably almost identical to previous version, but made from b3 file. All transparent pixels have 000000 hue. (Recompressing in GIMP without any hue data with transparent pixels would actually increase file size over pdn's) Isotrident -
Tiles: added road, rail, maglev, outpost, fortress, airstrip, airbase, irrigation, farmland, mine, oil_mine, oil_rig, buoy. (This version is based on Trident) Removed defunct nuke sprite(s) (Tileset uses a separate, single image) and pointed references to mushroom cloud sprite (Should these be completely removed for 2.6 or wait until 3.0?). Cleaned dirty transparent pixels. I think these are the last of the missing activities?
Activities: added irrigation, farmland, mine, oil_mine, oil_rig
Probably almost identical to previous version, but made from b3 file. All transparent pixels have 000000 hue. (Recompressing in GIMP without any hue data with transparent pixels would actually increase file size over pdn's) Isotrident -
Tiles: added road, rail, maglev, outpost, fortress, airstrip, airbase, irrigation, farmland, mine, oil_mine, oil_rig, buoy. (This version is based on Trident) Removed defunct nuke sprite(s) (Tileset uses a separate, single image) and pointed references to mushroom cloud sprite (Should these be completely removed for 2.6 or wait until 3.0?). Cleaned dirty transparent pixels. I think these are the last of the missing activities?